Sokoban

Play Sokoban online with 18 original warehouse puzzles, undo, next-move hints and saved level progress. Push every crate onto a target using arrow keys or touch controls.

Logic1–10 minFree to play
—Your personal best

Play Sokoban

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How to play

  1. Find the crates and targets

    The circle is your player. Square crates must reach the dotted targets. A checkmark shows a crate on a target.

  2. Stand behind a crate

    Focus the board and use arrow keys, or tap the four direction buttons. You can push one crate into a free square, but cannot pull or push two crates together.

  3. Recover a mistake

    Undo reverses one move. Restart level resets its board. A crate trapped in a wall corner without a target needs an earlier undo or a restart.

  4. Keep exploring

    Choose any of the 18 levels. Completed levels and your best recorded solutions stay in this browser when storage is available.

Inside the game

What is Sokoban?

Sokoban is a warehouse planning puzzle: walking positions matter as much as crate destinations. These 18 original compact levels begin with one-crate and two-crate examples and continue to larger layouts with up to three crates. Every starting layout has been checked by a push-based search solver. All levels are available immediately. The game offers local level drafts, per-level best solutions, undo, restart and a bounded next-move hint search without a timer.

How your score works

Your collection result is the number of distinct levels completed on this device, up to 18; replaying a completed level does not increase that count. Each level also keeps its best recorded solution, prioritizing fewer pushes and then fewer moves. Assisted solutions are included and their hint count is shown. Undo restores move and push counts, but hints still count. Only completing a level records a session result.

More about your scores →

Example: a push needs two free squares

To push a crate north, stand directly south of it and leave the square directly north empty. A second crate in that destination blocks the move. Pushing a crate into a wall corner without a target is permanent unless you Undo, because pulling is not allowed.

Playing tips

  1. Solve the access problem first

    Look at the final push into a target and ask where the player must stand for it. Work backward through the open floor before moving a crate into a narrow route.

  2. Treat undo as part of planning

    Undo restores the previous player, crate and move counts. Requested hints still count. A next-move hint may name a walking move needed to reach the useful side of a crate.

  3. Plan your standing square

    Before pushing, identify the square where you will stand for the next push.

  4. Move a finished crate when useful

    A crate on a target can still be moved when that opens a useful route.

  5. Protect the corridors

    Keep corridors open. Finishing a nearby target too early can block access to another crate.

Questions, answered.

Results describe this game session. They are not IQ scores, diagnoses or clinical assessments.

No. A move can walk into a free square or push one crate into the free square beyond it. Plan enough room to get behind a crate before moving it.

It searches from the current position and names the next walking or pushing direction. It does not move the player. Some trapped positions have no solution; a bounded search can also reach its limit.

No. The layouts were created locally through reverse moves and checked with our own solver. The decorative cover is not a playable level.

No. Every level is available in Choose a level. Completion marks help you return to unfinished layouts.

A replay starts that level from its original position. Its completion mark remains, and finishing can improve its recorded solution; the distinct-level count does not increase twice.

A little more to explore.

Your collection progress

Checking this browser’s completed games…

Complete one run in each game. Replays improve your personal best, not the completed-game count.

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